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Kloreep

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of the pillow
Jun 2002 time: 00:30
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Everything except colony, outpost, troop, recon, and point defense are meant to be used for offensive combat. Recon ships go in the "Picket" ring of TFs and are meant to be used to locate the enemy. Putting your longest-ranged beam on recon ships is your best bet; this seems to extend your visual detection range, whereas some tests have been run showing scanners, ECM, ECCM, and cloaking does zip.
Point defense ships go in the "Escort" ring. They are meant to protect the rest of the TF from fighters and missiles, and should have short-ranged beam weapons in order to do this. Don't leave your TF without some good PD protection; just one or two waves of missiles can rip your TF apart if you don't shoot at least some of them down.
Colonies and outposts are for colonizing planets. Which you use depneds on your style; outposts will never be a colony upon settlement, as they carry less than 1 pop point, but that can be made up for by setting immigration encouragement on, and outposts start with a military DEA built once they become a colony. Colony ships carry more pop and so become a colony immediately after landing on a green, sweet spot, or paradise planet. (Yellow and red reduce the amount of pop that lands.)
Troop ships are for carrying troops. Only build them if you plan to invade some planets; if you're planning on peace for a while or if you prefer to just bomb everything off a planet and start over with your own colonists, they won't be any use to you.
All other ship types are for different types of offensive TFs. Carriers carry fighters to launch, Long Range carries long-range beam weapons, Short Range is the same with shorter range, IF is for missiles. You can still mix the weapons on a ship and have beams on carriers or missiles on LF. You are also allowed to mix the types of ships in some TF cores, but I don't remember the details on that.
System vs. Star Ship depends on what you want. If you want a border system to build some ships to defend itself, system ships are a good idea; up to 18 system ships can enter a combat as a System Ship TF. System colonies are also convenient for settling planets in the same system if you have an already settled planet with decent production. However, by and large, you'll want to make Star Ships; they're the only type that can go on the attack, the only way to colonize outside your controlled systems, and remember, only 18 system ships can defend in a combat.
Hope that helps. 
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Proteus_MST
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btw.
Kloreeps mentions that the System-Ship Taskforce consists only of 18 Warships.
Ater all I know that isnīt correct and the Systemship Taskforce can consist of many more Systemships (all that are available I think).
The only thing I donīt know is, if i is consistend over all patches.
At least pre Patch and after the first Patch your System Ship Taskforce involved a lot more Systemships than just 18 (which was the reason, I often had fights with more than 10*18 = 180 Ships involved on one Side [I remember Fights with 200 Ships and more, so I had a Systemship Taskforce of more than 40 Ships]).
btw. re Systemshps:
Always use the same speed for all Types of Systemships.
As all Systemships, regardless of wether they are IF, PD, LR and so on are thrown into the same Taskforce, the Standard Tactic of using slower Speeds in your IF-Ships will slow down the whole Taskforce (as the speed of the Taskforce is always the sped of the slowest Ship).
As for Tactics regarding othr Taskforces:
I always build them around he Mision Ships, ust as rmbold mentions, therefore having IF-Taskforces for Artillery Suport, LR Taskforces which attack the enemy via Direct Fire and so on.
Normally I build Armadas which have:
Core:
5-10 Mission Ships
Escort:
5-8 Point Defence Ships
Picket:
1-2 Scoutships with ECCM and Sensors
and optional often also
1 Scoutship with strong ECM
Normally all of my Ships also carry at least one medium sized Direct Fire weapon, regardless of wether their Mission involves such weapons (i.e. also IF-Ships and Scoutships carry one) just to be not totally epless, if for example an enemy suddenly breaks through my lines and appears before my IF Taskforces (although this seldom happens )
Oh and my (non System) IF Ships often are somewhat slower than my other Ships. But not very much, for example if the Tp Speed which I could use is 2000 then my IF-Ships will get a speed of maybe 1500. So they have more Space for weapons because of their smaller Engines, but still arenīt sitting ducks who just can flee into Hyperspace if an enemy approaches their Position and they have run out of Missiles (what would be the case if you wuld just give them a speed of 500).
They even can still outrun many of my Lower Tech Opponents 
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Kloreep

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of the pillow
Jun 2002 time: 00:30
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quote: Originally posted by Proteus_MST
btw.
Kloreeps mentions that the System-Ship Taskforce consists only of 18 Warships.
Ater all I know that isnīt correct and the Systemship Taskforce can consist of many more Systemships (all that are available I think). |
Interesting, I didn't know that. I've seen people complaining on the Atari forums about only getting 18 system ships in a battle, but perhaps that was under a different patch. Must build more sys def ships at chokepoints now. 
quote: Originally posted by Jamazz
Anyway... I guess large numbers is the only way to do battle here. And playing the Psilons makes it a tad difficult to accuire large numbers early in the game. Hell I can't even not play... Just see me out. Played as the Silicoids... set the Auto turn to 500 and went to sleep. 2hrs later the whole entire galaxy decided to declare a joint war effort against me. So direct and indirect play for me has been rough. |
The AI simply cannot match a human player. Also, the Silicoids not only have a Poor diplomacy pick, but many species dislike them by default, so it makes sense they would have more wars.
I'd suggest trying another race besides the Psilons; they really aren't that good a race IMO, and they definitely are slow starters since they're bad at pretty much everything except research. I've heard the Tachidi are nice, due to their huge population growth which keeps DEA well-staffed. The Ethereans are a good species too, to the point of being over powered; both races get the same hardcode research bonus as the Psilons, while also getting the same manufacturing bonus as the Cybernetiks! (The research & creativity race picks are lower than the Psilons, but that can be customized if you wish.) Ethereans also prefer huge gas giants, which lends itself to highly populated regions (good for an Industry DEA), and all the open space on those huge planets also promotes pop growth.
Last edited by Kloreep on 05-09-2003 at 23:08
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Vince278
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I try to be versatile in construction. There is a certain rock-paper-scissor quality to fleets. You could form a fleet for one type of mission which can be countered by another type of fleet which in turn can be countered by yet another.
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WhiteCrow
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I build only one type of capital ship and that is:
LR ship - armor/system speed as low as possible, a few beam weapons, huge arsenal of big nasty one-shot missiles (what an irony)
Insteads of armadas, I manage my fleets in squadrons or flotillas without any escort or packet ship.
LR(missile) ship is awesome for space control. they wipe out planetary defense and any defending fleet. I just hit retreat after they empty missile racks if the defense is strong.
LR ships are strong in fleet combat but weak in defending planet and useless in planetary bombardment.
I used to build SR ships with mainly beam weapons to cover those weaknesses, but now I conquer planets by ground force and attack more aggressively so that I don't have to go defensive. :-)
Maintaining as few production type as you can means military queue automation, easier fleet replacement, and easier reinforcement. Thanks QS that AI cannot exploit your weakness... :-)
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